A Review of ‘High Stakes Diplomacy’: Fostering Effective Negotiation Skills through Experiential Learning
Read MoreStudents Engagement and Motivation in Gamified Learning
Read MoreThe Consistency of Gamification User Types: A Study on the Change of Preferences over Time
Read MoreGame Studies through ‘Conceptual Games’: The case of Doors
Read MoreFactor Analysis of a Generalized Video Game Experience Measure
Read MoreFantasy, facts and fun: digital health games for impact and implementation
Read MoreThe effect of gamification-based training on the knowledge, attitudes, and academic achievement of male adolescents in preventing substance and internet addiction
Read MoreThe impact of goal assignment in a game-based learning environment
Read MoreUsing Heuristics To Evaluate User Experience In Educational Video Games
Read MoreUncovering associations between users' behaviour and their flow experience
Read MoreGoal Playable Concepts
Read MoreGamified metacognitive prompts in a higher education flipped classroom
Read MoreGamification for Climate Change Engagement: A User-Centered Design Agenda
Read MoreDesign Principles for Gamified Pedagogical Conversational Agents
Read MoreSupporting the Appropriation of Historical Practices in a Game-Based Undergraduate History Classroom
Read MoreUsing a bio-metric feedback device to enhance player experience in horror games
Read MoreAffective Uplift During Video Game Play: A Naturalistic Case Study
Read MoreTrain vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality
Read MoreThe use of gamification strategies to enhance employees’ attitudes towards e-training systems
Read MoreDigital Game-Based Learning as a Strategy to Expand Vocational Students’ Vocabulary: A Mixed Methods Approach
Read More